Added the ability to install devices and appliances on chisel blocks. The chisel block's outer edge must be at least 7/8 filled with voxels (voxels can be of any size).
Restore the requirement for some devices to be placed on a surface.
Обновление 3.1.0:
Добавлена возможность устанавливать устройства и приборы на чизленные блоки. Нужно, чтобы площадь внешней грани чизленного блока была заполнена вокселями минимум на 7/8 (воксели могут быть любого размера).
Некоторым устройствам возвращено условие по размещению их на поверхности.
Fixed: Some immersive wire insulators could not be used due to block collision. Now, to interact with the cable's attachment point, you must have an Electrician's Kit in your left hand and a wire or empty slot in your right hand.
Fixed: Immersive wire could be removed while looking at any point on the block. Now, it can only be removed with an empty hand when aiming at the attachment point.
Обновление 3.0.3:
Исправлено: некоторые изоляторы иммерсивных проводов нельзя было использовать, так как мешала коллизия блока. Теперь для взаимодействия с точкой подвеса кабеля нужно иметь в левой руке набор электрика, а в правой руке должен быть провод или пустой слот.
Исправлено: снять иммерсивный провод можно было смотря на любую точку блока. Теперь снять его можно только пустой рукой при наведении на точку подвеса.
Fixed an issue with incorrect lighting recalculation for generators/assets. If your rotor model is covered in various strange textures, you will likely need to increase the "maxTextureAtlasWidth" and "maxTextureAtlasHeight" values in client settings to 4096 or 8192.
Added recipes for crafting immersive wires from 32V cable variants.
Added a guide to immersive wires.
Обновление 3.0.0-rc.6:
Исправлена ошибка с неправильным пересчетом света у генераторов/ассетов. Если у вас модель ротора покрыта разными непонятными текстурами, то скорее всего вам надо будет повысить в clientsettings значения "maxTextureAtlasWidth" и "maxTextureAtlasHeight" до 4096 или 8192.
Добавлены рецепты для крафта иммерсивных проводов из 32В вариантов кабелей.
This update is a test update, contains bugs, and is not recommended for play!
The main new feature is a system with immersive (suspended) 512V wires. They have the same properties as regular wires, but have lower resistance, allowing power to be transmitted over longer distances. New transformers for 128-512V and vice versa, a 512V lamppost, power transmission towers, several attachment points (insulators), and a switch have been added. It's also worth considering that immersive wires can interact with the environment: they can shock entities and break when obstacles such as blocks appear in their path.
A series of tools has been added, with the final product being an electrician's kit. It allows you to safely work with any wires. It also allows you to view additional information about the entire network. Its presence is required for working with 512V voltages. - Reworked thermoelectric generator, thermoplate, and refrigerator models. Added a freezer with a longer shelf life. The freezer can also store one animal carcass from the Butchering mod.
Added a solar panel, thermal generator (in development), and juicer (in development).
And much more...
Обновление 3.0.0-pre.1:
Это обновление тестовое, имеет баги и не рекомендуется для игры!
Основное нововведение – система с иммерсивными (подвесными) проводами на 512В. Они имеют те же свойства, что и обычные провода, но имеют меньше сопротивление, за счет чего энергию можно передавать на большие расстояния. Добавлены новые трансформаторы 128-512В и обратно, фонарный столб под 512В, опоры ЛЭП, несколько вариантов точек крепления (изоляторов), рубильник. Также стоит учитывать, что иммерсивные провода могут взаимодействовать с окружением: бить током энтити и обрываться при появлении препятствий в виде блоков на пути.
Добавлена серия инструментов с конечным продуктом в виде набора электрика. Он позволяет без вреда для здоровья работать с любыми проводами. Также позволяет смотреть дополнительную информации о всей сети. Его наличие обязательно для работы с напряжениями 512В.
Переработаны модели термоэлектрического генератора, термопластин, холодильника. Добавлена морозильная камера с более долгим сроком хранения еды. Морозилка позволяет также хранить одну тушу животного из мода Butchering
Добавлена солнечная панель, термальный генератор (в разработке), соковыжималка (в разработке).
Fixed an issue with incorrect lighting recalculation for generators/assets. If your rotor model is covered in various strange textures, you will likely need to increase the "maxTextureAtlasWidth" and "maxTextureAtlasHeight" values in client settings to 4096 or 8192.
The wire lying on the ground has been enlarged to resemble an item.
Обновление 2.6.8:
Исправлена ошибка с неправильным пересчетом света у генераторов/ассетов. Если у вас модель ротора покрыта разными непонятными текстурами, то скорее всего вам надо будет повысить в clientsettings значения "maxTextureAtlasWidth" и "maxTextureAtlasHeight" до 4096 или 8192.
Увеличена модель лежащего на земле провода в виде предмета.
Added a solar panel for generating energy from sunlight. Artificial light is not included.
Added a pass-through connector. It can also conduct electricity through walls, just like metal blocks, but is half the cost to craft.
Обновление 2.6.5:
Добавлена солнечная панель для выработки энергии от солнечного света. Искусственный свет не учитывается.
Добавлен сквозной разъём. Он также способен проводить электрическую энергию сквозь стены, как и металлические блоки, но при этом крафт в два раза дешевле.
Battery and Transformer interfaces have been updated, reducing memory usage. This update may also break mods that depend on them. Be careful.
Generators now also display the amount of energy they can potentially extract from a given shaft at any given time.
Both Core and Basics must be updated to version 2.6.4.
Обновление 2.6.4:
Обновлены интерфейсы аккумуляторов и трансформаторов, что уменьшает использование памяти. Это обновление так же может сломать моды зависимые от них. Будьте внимательны.
Генераторы теперь показывают еще и количество энергии, которую они могут снять потенциально с этого вала в данный момент.
Improved and refined models of thermogenerators and thermoplates.,
Particle positions and types can now be specified in JSON, even across multiple positions.,
Added the ability to bind particles from JSON to specific device animation frames. This binding has been implemented for the Solid Fuel Generator (currently only available in Creative), Autohammer, and Autopress.,
The Solid Fuel Generator only operates starting at a temperature of 200 degrees Celsius. Beyond this point, it will require water to operate.,
Обновление 2.6.0:
Улучшены и доработаны модельки термогенераторов, термопластин.,
Теперь позицию частиц и их тип приборам можно задавать в json, причем даже в нескольких позициях.,
Добавлена возможность привязывать из json частицы к определенным фреймам анимации прибора. Такая привязка сделана для Твердотопливного генератора (доступен только в креативе пока), автомолота и автопресса.,
Твердотопливный генератор работает, только начиная с температуры 200 градусов. В дальнейшем он будет требовать воду для своей работы.,
Added the "all_down" setting to Multiblocks so that only the lower blocks can conduct electricity.,
A Solid Fuel Generator, a more advanced version of the 128V generator, is now available in Creative Mode.,
Minor code refactoring has been performed. Blockentities have been lightened of redundant dependencies related to the electricity core. This should make it easier to create new devices.,
Fixed a duplication error when breaking cables in certain configurations.,
Reduced the number of MarkDirty() calls for thermogenerators, which should reduce load and light flickering.,
Switched to using asynchronous particles for smoke from burned devices/wires and smoke from thermogenerators. Now these particles don't load the main game thread and are still affected by wind!,
Improved device behavior. They now correctly and promptly synchronize their state on the server and client. Previously, a block's state often wouldn't update until you looked at it.,
Added a patch for game mechanics that fixes a bug related to generators/engines. This error occurred when the player moved and loaded a chunk where the generator/engine was located right at the edge of the chunk. This could cause the chunk to disappear completely. I sent a fix to the game developers two weeks ago: PR 138 (and some other clay oven fixes). I don't know when it will be adopted. But our patch will solve this problem until it's fixed in the game.
Added full support for multi-block structures of electrical devices. The main block in such a structure now has the intended characteristics and behavior, while the remaining (non-primary parts) can act as a conductor. Non-primary parts can also copy the electrical parameters of the main block.
A unified module has been written that loads all block electrical parameters from a JSON block. You can configure which edges will conduct electricity from the JSON block, as well as enable/disable non-primary blocks from copying the main block's parameters (whether they should be conductors or not) for multi-blocks.
All electrical parameters of all devices have been extracted to the JSON block settings as far as possible. For the large battery and lampposts, only the bottom edge conducts current (despite being multi-block). Other devices two blocks tall can now be powered from any side!
A pathfinding bug that prevented multi-block structures from fully conducting electricity has been found and fixed.
Обновление 2.4.0:
Добавлена полноценная поддержка мультиблочных структур электрических устройств. Теперь главный блок в такой структуре имеет характеристики и поведение как задумано, а остальные (неглавные части) могут выступать в роли проводника тока. При этом неглавные части могут копировать электрические параметры у главного блока.
Написан единый модуль, который подгружает все электрические параметры блока из json блока. Можно настроить из json какие грани будут проводить электричество, а также для мультиблоков разрешить/запретить неглавным блокам копировать параметры главного блока (быть проводниками или нет).
Все электрические параметры всех приборов выведены в настройки json блока насколько это возможно. У большого аккумулятора и фонарных столбов ток проводит только нижняя грань (хотя они и мультиблочные). Остальные устройства в два блока высотой теперь могут запитываться электричеством с любой стороны!
Найдена и исправлена ошибка в поиске пути, которая не позволяла полноценно проводить электричество многоблочным структурам.
Player Psyborg noticed that battery capacity was actually dependent on the electricity flow rate, meaning the battery would charge and discharge several times faster. Now the capacity will be closer to the actual consumption. With default settings, players will notice a 4x increase in capacity (at the default electricity flow rate) for the same amount of joules.
Updated and expanded descriptions for cables and transformers.
Обновление 2.3.4:
Игроком Psyborg замечено, что емкость аккумулятора фактически зависела от параметра скорости движения электричества: тоесть аккумулятор быстрее заряжался и разряжался в разы. Теперь емкость станет ближе к реально потребленной. При стандартных настройках игроки заметят 4х-кратное (при стандартной скорости движения электричества) увеличение емкости при тех же числах энергии в джоулях.
Обновлено и дополнено описание у кабелей и трансформатора.
The Thermoelectric Generator can now be fueled using the Ctrl+Right-Click key combination.
The Thermoelectric Generator tooltip now displays its contents.
Another attempt to fix a mechanical bug related to generators/engines on some multiplayer servers has been made. Please check this now.
Обновление 2.3.3:
Термоэлектрический генератор теперь можно загружать топливом с помощью комбинации клавиш Ctrl+Правая кнопка мыши.
В подсказке термогенератора теперь отображается его содержимое.
Предпринята очередная попытка исправить ошибку механической системы игры, связанную с генераторами/двигателями на некоторых многопользовательских серверах. Проверьте теперь, пожалуйста.
Added patches for compatibility with all ores from the Geology Additions mod. Now these ores can also be crushed in a pulverizer more efficiently than just a hammer.
Обновление 2.3.0:
Добавлены патчи для совместимости со всеми рудами из мода Geology Additions. Теперь эти руды также можно перемалывать в измельчителе эффективнее, чем просто молотком.
Support for 1.20.12 is ending, since >90% of players are using 1.21. There are a lot of changes in the versions and supporting two versions at once is problematic.
Added a recipe for crafting a large battery from small batteries.
Reduced the number of engine/generator variants in json. This is a “lightening” for the game, but some mods can still mix rotor textures. Do you know why?
Changed the crafting recipe for the upgraded generator and motor: from steel plate to iron.
Обновление 2.2.1:
Поддержка 1.20.12 прекращается, так как >90% игроков используют 1.21. Изменений много в версиях и поддерживать две версии сразу проблематично.
Добавлен рецепт крафта большого аккумулятора из маленьких аккумуляторов.
Уменьшено количество вариантов двигателей/генераторов в json. Это “облегчение” для игры, но некоторые моды все еще могут перемешивать текстуры роторов. Не знаете почему?
Изменен рецепт крафта модернизированного генератора и мотора: со стальной плиты на железную.
The code responsible for updating and polling all network devices has been cleaned.
The problem due to which the installation of engines/generators could stop the operation of other mechanical networks that are not even connected to them has been fixed.
Обновление 2.2.0:
Вычищен код, отвечающих за обновление и опрос всех устройств сети.
Исправлена проблема, из-за которой установка двигателей/генераторов могла останавливать работу других механических сетей, которые даже не связаны с ними.
Some serious bugs and issues remain unresolved for 1.20.12, especially since some players continue to play and create content using our mod. Therefore, this update includes all changes up to and including 2.3.1. The patch for the Temporal Technology mod remains.
Обновление 2.0.5:
Некоторые серьезные баги и проблемы все еще не были решены для 1.20.12, тем более, что некоторые игроки продолжают играть и снимать контент с участием нашего мода. Поэтому, это обновление включает все изменения до 2.3.1 включительно. Патч для мода Temporal Technology оставлен.
Now the switch can be placed on the wires on either side and will break all connections on this side. Before the update, you should first remove them from the wires, otherwise they will not be displayed on the wire (although they will be there). After installing them on the wire again, it will work in a new way.
Added a solid fuel thermoelectric power generator. Read the details in the description for it.
Обновление 1.0.5:
Теперь выключатель можно ставить на провода любой стороной и будет разрывать все соединения на этой грани. Перед обновлением вам следует снять их сначала с проводов, иначе потом они не будут отображаться на проводе (хотя и будут там находится). После установки на провод заново, он будет работать уже по-новому.
Добавлен твердотопливный термоэлектрический генератор энергии. Подробности читайте в описании к нему.
The mod has undergone a small refactoring thanks to @xarleyn .Reduced code duplication and other cluttered code sections.Thanks to him for his help.The player will not notice the improvements, but now anyone can create their own devices much easier.To do this, you need to take into account the necessary parts of the mod and the classes of our devices.
All parameters of engines and generators are output to json and signed, if you suddenly want to change them.
Fixed a very rare error that could lead to a client crash when trying to mark a wire at a certain point in space.It was due to the fact that the game believed that some entity was already placed in the selected place, although this was not the case.
The pathfinding system for current was improved.This allowed the use of devices placed on metal blocks again.Previously in (Electricity/Addon) this feature was made through a "crutch", although it worked somehow.
Added Spanish localization
Обновление 1.0.4:
Мод претерпел небольшой рефакторинг благодаря @xarleyn . Уменьшены дублирования кода и прочие нагроможденные участки кода. Спасибо ему за помощь. Игрок улучшений не заметит, но теперь любые желающие смогут намного легче создавать собственные устройства. Для этого нужно взять в зависимость необходимые части мода и классы наших устройств.
Все параметры двигателей и генераторов выведены в json и подписаны, если вы вдруг захотите их изменить.
Исправлена очень редкая ошибка, которая могла приводить к вылету клиента при попытке разметить провод в определенной точке пространства. Связана она была с тем, что игра считала, что какой-то энтити уже размещен в выбранном месте, хотя это было не так.
Была улучшена система поиска пути для тока. Это позволило снова использовать устройства размещенные на металлических блоках. Раньше в (Electricity/Addon) это возможность была сделана через "костыль", хотя и как-то работала.
Rewritten the work of items with energy reserves: battery, tools, armor, weapons. Now modifications that change the value of the durability of the item will also change their capacity. Tested with the ItemRarity mod. Perhaps it will work correctly with others too.
Made compatible items with energy reserves with the charger from the Vintage Engineering mod. Now they can be charged there too.
Обновление 1.0.3:
Переписана работа предметов, имеющих энергозапас: аккумулятор,инструменты, броня, оружие. Теперь модификации меняющие значение прочности предмета будут менять и их емкость. Проверено с модом ItemRarity. Возможно с другими тоже будет работать корректно.
Сделана совместимость предметов, имеющих энергозапас, с зарядным устройством из мода Vintage Engineering. Теперь их можно заряжать и там.
Fixed an issue where ore and crystallized ore could not be placed on surfaces. If you didn't know yet, the mod adds the ability to process ore in a grinder. The grinding process is more profitable than breaking it with a hammer!
Improved the performance of the electricity logic again. The speed will increase by 2-3 times. This will be especially noticeable if there are about 500+ parts of the electrical circuit within the rendering range. I don't think anyone will build that much alone, so this is more relevant for multiplayer servers.
Обновление 1.0.2:
Исправлена проблема, из-за которой руду и кристаллизированную руду нельзя было разместить на поверхностях. Если вы еще не знали, то мод добавляет возможность перерабатывать руду в измельчителе. При этом процесс измельчения получается выгоднее, чем при разбивании молотком!
Снова улучшена производительность работы логики электричества. Скорость вырастет в 2-3 раза. Особенно это будет заметно, если в пределах отрисовки будет порядка 500+ частей электрической цепи. Не думаю, что кто-то в одиночку будет столько строить, поэтому это больше актуально для многопользовательских серверов.
Update 1.0.1: - Added PT-BR localization - Fixed the direction of rotation of engines and generators when the shaft is directed up and down. - Inventors of "perpetual motion machines" do not give us peace, inventing new ways to generate free energy. This time we really found a small error in the calculations. We also had to rebalance the engines and generators again. The formulas were not touched. In the description, they have additional parameters that were previously unimportant. You may have to break and put them back. Energy production will most likely decrease, so we advise you to use the normal speed of the wind turbine, or a reduced one. If more "perpetual motion machines" are not invented, then we will soon make small graphs for a better understanding of the principles of operation of engines and energy production in generators. I hope for your understanding. - Added recipes for crafting insulated cables from non-insulated ones. - Slightly corrected information about the transformer power when hovering over it.
Обновление 1.0.1: - Добавлена локализация PT-BR - Исправлено направление вращения у двигателей и генераторов, когда вал направлен вверх и вниз. - Изобретатели "вечных двигателей" нам не дают покоя, придумывая все новые способы выработки бесплатной энергии. На этот раз мы действительно нашли небольшую ошибку в расчетах. Также снова пришлось перебалансировать двигатели и генераторы. Формулы при этом не трогались. В описании у них вывели дополнительные параметры, которые ранее были не важны. Возможно вам придется сломать и поставить их заново. Выработка энергии скорее всего станет меньше, поэтому советуем использовать нормальную скорость ветряка, либо пониженную. Если больше "вечных двигателей" не изобретут, то мы вскоре сделаем небольшие графики для лучшего понимая принципов работы двигателей и выработки энергии у генераторов. Надеюсь на ваше понимание. - Добавлены рецепты крафта изолированных кабелей из неизолированных. - Немного поправлена информация о мощности трансформатора при наведении на него.
Electricity damage was also inflicted on objects thrown on the ground. Now only living creatures will receive damage, and not all entities.
Burnt-out devices, although they do not conduct current, will be considered part of this circuit. Burnt-out devices/wires will also cause damage upon contact with them, even if they were previously insulated.
Insulated cables and all working devices are safe upon contact with them. All cables and devices have a moisture resistance parameter. If there is no moisture resistance, then your device/cable risks burning when in contact with rain, snow, hail and spilled water nearby! When in contact with lava, they burn, break and most likely be destroyed. Be careful.
All electrical devices and cables will need to be broken and reinstalled!!! Otherwise, they will cause damage to everyone, or burn when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull in the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.
Обновление 1.0.0 (Релиз):
Урон от электричества наносился еще и предметам брошенным на землю. Теперь получать урон будут только живые существа, а не все сущности.
Сгоревшие приборы хотя и не проводят ток, но будут считаться частью этой цепи. Сгоревшие приборы/провода также будут наносить урон при контакте с ними даже, если они до этого были изолированные.
Кабеля в изоляции и все работающие приборы безопасны при контакте с ними. Все кабеля и устройства имеют параметр влагоустойчивости. Если влагоустойчивости нет, то ваше устройство/кабель рискует сгореть при контакте с дождем, снегом, градом и разлитой рядом водой! При контакте с лавой они сгорают, ломаются и скорее всего уничтожаться. Будьте аккуратны.
Все электрические приборы и кабеля вам нужно будет сломать и установить снова!!! Иначе они будут наносить всем урон, либо сгорят при контакте с дождем/водой/снегом сразу при заходе в мир. После переустановки этих блоков игра корректно подтянет изменения. Советуем сделать это до установки этого обновления. Также советуем сделать бэкап мира, на всякий случай.
I think the AI tag on this isn't correct. Since you have people who have worked on the coding and such. Since most of the other AI tagged stuff is vibe codded.
Vigilance, May 8th at 7:36 AM (modified May 8th at 7:38 AM)
Is there a modifier or something I'm not hitting? I don't seem to be able to use through connectors with my immersive wiring. I will select one Insulator as my start, and then attempt to do the through-block, but no matter what it doesn't think I'm clicking on the connectors on the end.
edit: It seems to just be the vertical through connector.
NoizMakyr It's impossible to hide the wires. But I have some ideas about that. As soon as I have more free time, I'll definitely do something about it. As for the models, we have a certain set of animation models for future development, but the person who worked on them can't do it yet. And I don't know how to make models.
Hey, great work on this mod pack! It is stunningly built and offers so much unique flavor to the game :)
I thought I remembered this being an option but couldn't find it: are there ways to hide the cables/wires in this mod or make them invisible? Also, if one wanted to edit the look of the generators/motors to be a bit more "in theme" with the game's aesthetic, would that be possible? I'd be down to offer suggestions or examples.
Hi, I have everything installed.. I've double checked all versions and game version as well as all dependencies. When I load my Creative world there are no errors or warnings, however, when I attempt to get any item from the "Basics" mod, they don't appear in Creative list of items and I can't "giveitem" command it either. All the other mod items from the other mods (e.g. generators, wires etc) are there, but the Basics things like Electrician's Kit, Wire Cutters etc are all missing.
The handbook entries for these items exist, just not the actual items themselves. I've troubleshooted this for 30mins and I can't work out what is wrong.
So, there seems to be some kind of strange jumbled texture issue inside of the motors/generators. Is this just me or have others experienced this? I am using like 30 mods on 1.22-rc.8, so it might be a conflict, but i just thought i should say something...
It'd be fair to have lights can turn on based on a timer or daylight sensor. I also only want to have Electric Heaters turn on during the coldest part of the nights for supporting a greenhouse. There are no thermostats, timers, or light sensors for some simple automation to save electricity. The Electric Stove and Furnace have QoL features.
Could there be bright lights that allow underground farming? The street ground lamp seems to be bright enough but it takes up more space than the lamps.
BlueSamoyed Generators and motors don't look in the direction you're looking. You need to aim at the edge of the block, and depending on which part of the edge you're aiming at, that's where the shaft will be turned.
placing the generators and motors leads to what feels like random orientations even when placing from the same direction in 1.26, is it just me?
Apoapsis, Mar 15th at 4:53 PM (modified Mar 15th at 5:07 PM)
i found a bug on my dedicated server with placinganything from the mod other than wires the server kicks you places the block and dupes it when you place one. this is latest 1.21.6 btw
upon furthure testing the place block after crashing becomes non functional and just drains power really fast also if you could make stuff placable on chiseled blocks
GaelCrash, Mar 12th at 6:25 PM (modified Mar 12th at 8:57 PM)
Found if you break a thermoelectric generator in mod version 3.0.0 rc3 it crashes the client to desktop
Update: Seems to happen with freezers and other items as well, also the charger cant be removed and makes a constant ringing after a while.
Crash Report
12.3.2026 18:20:52 [Server Error] Exception: Object reference not set to an instance of an object. at ElectricalProgressive.Content.Block.ETermoGenerator.BlockEntityETermoGenerator.OnBlockRemoved() in C:\Users\tehtelev\source\repos\tehtelev\ElectricalProgressive\ElectricalProgressive-Basics\Content\Block\ETermoGenerator\BlockEntityETermoGenerator.cs:line 769 at Vintagestory.Server.ServerWorldMap.RemoveBlockEntity(BlockPos pos) in VintagestoryLib\Server\ServerWorldMap.cs:line 530 at Vintagestory.API.Common.Block.OnBlockRemoved(IWorldAccessor world, BlockPos pos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1352 at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 122 at Vintagestory.API.Common.Block.SpawnDropsAndRemoveBlock(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1108 at Vintagestory.API.Common.Block.OnBlockBroken_Patch1(Block this, IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) at Vintagestory.GameContent.BlockMultiblock.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VSEssentials\Block\BlockMultiblock.cs:line 280 at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Collectible.cs:line 721 at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 597 at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 410 at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 277 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 961
Arkdirfe Let's fix it. The through-hole connector is positioned the same way as the generators. You need to precisely aim it at the desired part of the edge, and then it will rotate either vertically or sideways.
Placing the Through Connectors in different orientations works now, but it seems they revert to the north/south orientation when saving and loading the world. Also, if it isn't too much to ask, it would be cool if they were wrenchable since the placement can be kind of weird sometimes, being able to correct the orientation post-placement would be great.
Just a heads up, the Through Connector seems to only be placeable in one orientation. From what I can tell functionality isn't affected, it's just visually jarring.
Hydromancerx Also in the next update. We only need models for this generator.
Hydromancerx, Feb 19th at 5:33 PM (modified Feb 19th at 5:33 PM)
Yay! Another idea would be using geothermal power where tapping into hot springs gives power. Perhaps it has to be placed in the water of the the hot spring or something. Keep up the great work!
Do transformers act as wires for the purpose of voltage transfer from 1 side to another? Example : If i supply 32v to a transformer on 1 side can it simultaneously output 128V to one side and 32 V to a seperate side? Not sure how power is directed in the system. If i had a generator send excess power to batteries through a transformer that also had a 3rd connection to consumers, would the consumers pull energy from the generators onto the 3rd side or would power need to be sent to the batteries first and then back thru the transformer to the consumers? It would make sense that a transformer would act as a variable output regardless of input for simplicity but I am not sure how it is coded.
Ran into an interesting error just a bit ago. I put two helve hammers in line so that one motor could provide 'power' to them without any axels inbetween, then I put another motor on the opposite side (Motor, helve hammer, helve hammer, motor) also set up to provide 'power' (torque) to the helve hammers and the game really wasn't a fan. I ended up having a client side crash on my single player world and even though I tried digging through the logs to find the cause the best I got was this error: [Warning] Server overloaded. A tick took 5216ms to complete. Which is less than helpful honestly; not sure if the crash is able to be reproduced as I'm going to bed in a bit here but thought I would throw it out there rather then just shrugging at the crash and moving on. (probably wasn't helpful but eh)
Tragic. Chiseled blocks w/ metal in them (or a certain # of metal) would've been super cool, so you could add facades to metal blocks, or chisel the wiring into the walls where you might not be able to place wires. Still, pretty cool mod!
I just noticed that putting peaches in my frige didn't change the spoil timer. Curious, I went down to my power room and looked at my batteries. Both my 32v circuit and my 128v circuit batteries aren't charging anymore!!!!! I have several batteries in a group around my generators. It worked just fine a week ago. Now no battery no matter how I position them to the generators will charge!
tehtelev ah okay. i didnt realize it wasnt going to add heat to the room until heat was needed. i did finally manage to get it fully powered and was wondering why it still said no heat bonus. thnx for the reply. im loving this mod
MuadDibz Use any metal block. metal blocks conduct. i dug trenches and ran wires to metal blocks in strategic places and theres not a single hole in my walls or floor.
Just curious but is there anyway to run wiring so that it can pass through a house wall without having to knock a hole in the wall? Would love a pass through block or something
MadArtificer 1) Check the integrity of the greenhouse. 2) Wait until at least one bed or plant updates its status or readings. The heater does not show results immediately.
i cannot for the life of me get the heaters to 100% power. i can get them to 98% or burning out. i have no idea what im doing wrong. ive got power, into a transformer into the heater. its powered, not on fire, stuck at 98% and says adding no heat bonus if i change anything ive done to it it either gets 0% power or burns out.
Seagullible This is a purely visual bug that some players may encounter for some reason. If the numbers change when you hover over it, then it's working and everything is fine.
Seagullible, Jan 11th at 6:19 AM (modified Jan 11th at 6:21 AM)
Does the rotor even do anything?
Also, placing down motors and generators just shows them as empty casings. I also can't change the orientation of motors, generators, AND cables.
tehtelev , Jan 11th at 6:18 AM (modified Jan 11th at 6:19 AM)
MuadDibz Fixed. Update your core and base mod to 2.6.4.
With the newest version 2.6.2 I get errors on load and then when actually in the game none of the machines are working. Have reverted to 2.6.1 and its all working again. Just wondering if anyone else is seeing the same thing with the latest version?
wia Transmitting huge currents through wires increases losses quadratically. I'll reduce this figure by the time the immersive wires reach their output.
I don't understand why you are citing so many laws in the handbook, implementing some of them, like a proper simulation, but then give the cables completely bogus resistances. Copper is a better insulator than electrum -- and gold for that matter? What?
tehtelev I see i see. yeah that would imply my fridge isnt consuming power, but it is. I assume this is because of the way i wired it all up; with the all power going thru a battery to get to the fridge. so the gen only provides enough to power to charge battery and doesnt also cover the fridge cuz it isnt directly wired to the fridge. Thats on me for not knowing that. Tho i would suggest adding a max wattage input and output stat on the batteries so its easier to tell (ik it says power:128w but i didnt know what that meant until now)
i redid my system awhile ago and it started outputting the max when i put it farther away, presumably to account for resistance cuz i dont have wax for insulated cables yet due to winter (pain)
Notasteamjpg So, consumers only consume 128 watts and don't need more. If you have a single 32V battery, it can only consume and output 128 watts at most. Doesn't that mean consumers consume anything?
Set up a thermal gen and for some reason its only producing 128w instead of the nearly 500 it says it can, doesnt change with different fuel types and has max thermal plates
An extremely minor request, but would you be able to make it so we can place batteries sideways, on walls. I have a windmill tower, and while it's not being used to forge metal, I'd love to use it to generate energy, and storing the batteries in the ladder section (the "shaft", if you will), would not only be space effecient, it would also be really cool
Kyrios34, Dec 1st 2025 at 12:34 AM (modified Dec 9th 2025 at 12:15 PM)
I bypassed the transformer by changing the voltage setting on the thermal gen , it will keep the large battery charged without the transformer , however when I use it , the power drops regardless of how much is provided to the battery , not sure if its supposed to be that way or not
tehtelev , Nov 30th 2025 at 6:29 AM (modified Nov 30th 2025 at 6:30 AM)
Kyrios34 A large battery requires 128V, and the generator produces 32V. Use transformator
Kyrios34, Nov 29th 2025 at 7:52 PM (modified Nov 29th 2025 at 8:08 PM)
thermal gen doesnt seem to charge the larger battery , what am I doing wrong ? cables are 128 silver got 6 generators hooked to the 1 battery
Hello, I don't know if there is a way to do this that I am not know of, or if it is just a suggestion, but it would be a way to insulate metal blocks such as cables. If there is a way to do this that I am not aware of, please mention it.
Just curious, I've got a switch that tends to smoke when you turn it on. The smoke clears after a few seconds, and the cables themselves never smoke. Is this just for looks, or is it an indication that something is wrong?
tehtelev , Nov 7th 2025 at 3:26 AM (modified Nov 7th 2025 at 3:26 AM)
Limbobinho Metal blocks conduct electricity and do not disturb the room
Yeah I've tried both of those things. Generators and Motors both spawn without internal bits. It's really strange. Nobody else on the server seems to be impacted.
They still work just fine, so not game breaking or anything.
Synthawk Have you tried breaking and reinstalling the generator? Maybe you should clear the mod cache too?
Synthawk, Oct 31st 2025 at 9:00 PM (modified Nov 1st 2025 at 3:34 AM)
Having a weird issue. Trying to test out some things in creative briefly so I have an understanding of placement and how stuff functions and things like the generator are spawning empty? I'm attaching a picture of what I mean. It seems to work but it's a bit broken for some reason.
EDIT: This seems to be an issue with my client, unsure what to change to fix. Other users on the server see this as normal.
zombii, Oct 30th 2025 at 6:56 AM (modified Oct 30th 2025 at 6:57 AM)
tehtelevI apologize for the confusion, you were obviously correct :) After going into creative and simply experimenting a little bit I realized what was happening and they've been working fine in my survival save since.
Alhef Generators won't produce power if all batteries are charged and there's no power consumption. If you believe this is a bug, you can record a video and post a detailed description of the issue on the mod's Github issue tracker.
I have the same problem as zombii . I've already changed the cables and checked the entire electrical system, and the generators don't seem to be working, and they aren't cheap.
tehtelev , Oct 28th 2025 at 3:12 AM (modified Oct 28th 2025 at 3:13 AM)
zombii This means there's no demand for consumption from them. Check the connection and network integrity.
For some reason my generators don't seem to be generating power, even though they are rotating and able to see as such. They stay pegged at "Produced: 0/128W". Any idea what may be causing this?
Is there a plan to add any sort of hanging or point to point power line functionality? At the moment the best way to transfer electricity between locations seems to be burying cables which gets quite awkward.
paulogabbi Most likely, the existing generator is sufficient for the grid, so the second one isn't used. Power is drawn from the nearest source. But you'd have to look at the screenshots for more details.
tehtelev sure but in game it fells weird to have the best cable be so cheap, oh yeah i have a weird problem on my game, i am using 4 windmills whit 3 large gears for more speed, one of them have 2 generators, but only one work for some reason, even if i have max wind both are hooked to a 128 cable network and they are the upgraded generator, any idea how to fix it ?
tehtelev , Oct 25th 2025 at 4:25 AM (modified Oct 25th 2025 at 4:25 AM)
paulogabbi You can Google it and find that steel has a higher resistivity than copper. As for the thermoelectric generator, it produces quite a lot of power for 32V. There will also be a 128V fuel-powered generator.
tehtelev gotcha i can keep a eye up for weird current spikes, another question i was looking at the cables and excluding silver and gold all other cables are worse than the copper one, even the steel one, is this intended ? it fells weird a end game material like steel be worse than copper, another thing the thermoelectric generator fells really underwelming, i have a 10 plate one and not only it uses alot of space it don't really produce alot of power even after using black coal, i do have it in a empty field outside the base so idk if it is a factor
paulogabbi Either you passed too much current through it, or moisture got in. Don't place batteries in a break in an electrical circuit to avoid overload.
so a question, what causes the battery to take damage ? mines are inside my house and the voltage is right and they take damage, any way to repair them ?
Questions about that metal block conductivity, does it work with chiseled blocks? And if so, does a certain percentage need to remain metal for it to work? Wondering if i could have just a central line of metal in the center of a block to simulate a cable passing through it, like say, a tunnel of copper running through a plank block.
tehtelev - thanks for the prompt reply! Now I think I understand where the calculations are wrong...
A battery rated 64000J drained by a motor rated 128W should let this motor run for 500 seconds. That's according to the real world physics. But cause the mod makes the drain action happen 4 times per second, the battery will last only 125s. So in fact it should be rated as 16000J. That's why it is confusing for people when using real SI system units whenever time component is involved, cause the mod makes 1s = 0.25s
Then why not just up the values on the machines by x4 instead of making it charge/drain tick faster? Would avoid any confusions.
Psyborg Energy production and consumption are tied to the speed of electricity movement. By default, it's 4 blocks per second. That's 4 ticks per second. And power is actually measured per tick, not per second. This means generators essentially produce 4x the energy per second, and consumers consume 4x the energy. It's possible to tie everything to a second-based measurement, but that would require some tweaking in the code. But keep in mind that this would also make the battery charge 4x slower!
tehtelev - what is the tick rate for energy consumption? Cause on our server any batteries with any motors get drained very fast. Example: Basic motor (32V, rated 128W) is powered with a 32V battery (64000J). The motor is connected to a quern. According to the tooltip on the circuit it is draing 84W from the battery to move the quern, however the amount of energy drained from the battery drops at a speed of about 500J/s, so the battery gets drained before the quern is able to grind just one stack of items. That would suggest the tick rate is much faster than 1s, which is confusing when using Joulles as energy units (cause 1J = 1W * 1s).
Is it intended behavior or some incompatibility with another mod?
I think we had exactly the same error on our server. Took a few days to track it down and it turned out there is some incompatibility between Electrical Progressive and Millwright.
We were able to reproduce and narrow down the error to just a Millwright windmill connected to an electric generator from Electrical Progressive (a basic one). Haven't tested with other generator types. Our guess was just that Millwright windmills are just OP and generate too much power. So we switched to vanilla widnmills - no error since then.
Tekkit_Kev, Oct 3rd 2025 at 4:34 AM (modified Oct 3rd 2025 at 4:43 AM)
Not sure if anyone else has ran into the problem, but I keep getting crashes on my server due to mechanical power from the base game interacting with the generators. We broke them and it's no longer happening. Verified with mulitple mechanical parts connecting the the generators and they all cause the crash. All three types of generators are causing it and it seems to crash when loading in unloaded chuncks when coming back from exploring. The thermo electric does not cause any problems luckily, but it sucks that we're having to burn so much fuel when we have windmills set up for town power. Running 2.3.2 on 1.21.1, but it was happening as well on 2.3.0
Crash Report
1.10.2025 15:30:27 [Error] Exception: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.RebuildNetwork(MechanicalNetwork network, IMechanicalPowerDevice nowRemovedNode) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 206 at Vintagestory.GameContent.Mechanics.MechanicalPowerMod.Event_ChunkDirty(Vec3i chunkCoord, IWorldChunk chunk, EnumChunkDirtyReason reason) in VSSurvivalMod\Systems\MechanicalPower\MechanicalPowerMod.cs:line 311 at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 996 at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2939 at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 925 at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 864
fipil, Sep 24th 2025 at 8:00 AM (modified Sep 24th 2025 at 8:00 AM)
Hi, love your mod tehtelev! Now I have to relearn electrical laws, but it's really fun :-). I understand akroeze's note about a status board. I know that I can look at any wire and press Alt to see detailed information (it's very useful), but it would be wonderful to have a vintage-style dial on the wall, with a delicate hand pointing to the total battery level of the system. While working, I’d just glance at it to reassure myself that there’s still plenty of juice left. :-)
SoulReaperz, Sep 24th 2025 at 5:23 AM (modified Sep 24th 2025 at 5:25 AM)
my crash log file is everything since playing on this linux laptop the top crash is from game version 1.20.12
i have all the latest most up to date mods of your mods installed into the server already for 1.21.1
it most definitly was that mechanica mod with the fly wheels that was causing the crashes, after removing it all the mechanical systems are working perfectly fine again
tehtelev , Sep 24th 2025 at 3:33 AM (modified Sep 24th 2025 at 3:34 AM)
SoulReaperzYou also have our mods, which are quite old versions. The problem shown occurs in that version in extremely rare cases when you break or install a lamp
SoulReaperz, Sep 23rd 2025 at 7:10 PM (modified Sep 23rd 2025 at 7:39 PM)
tehtelev this appears now that it may just be a base game multiplayer issue my players have just recently tried placing a clutch and it crashed the area
however i am able to download the world and load into single player and resolve the issue in single player just fine, but whenever on a server (im using bisect hosting) the issue happens on the server for anyone and it crashes the chunk its in and anyone that tries to load that chunk
ill provide the latest report i just generated if your able to see something different
Crash Report
Game Version: v1.20.12 (Stable) 8/25/2025 9:17:45PM: Critical error occurred in the following mod: electricalprogressiveqol@2.0.0 Loaded Mods: aculinaryartillery@1.2.5, backpackpackStandardcontinued@1.0.0, betterloot@1.1.4, bettertraders@0.0.10, buzzybees@1.1.0, cavecontent@1.0.1, chiseltools@1.14.21, ClaimsRadar@1.1.0, eldritchmonsters@2.7.0, expandedmolds@1.1.2, fantasycreatures@0.7.1, froghats@1.1.0, geoaddons@1.4.2, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.1, millwright@1.2.7, MineIndicator-texturepack@1.0.0, molds@0.1.8, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.0.1, primitivesurvival@3.8.0, ruststones@1.2.0, scraps@1.1.1, scrollrackable@1.3.2, shelfobsessed@1.2.0, simpleelevator@1.3.0, tprunes@1.1.1, viesblocks@2.5.1, vintageengineering@0.3.13, game@1.20.12, worldgenfix@1.3.1, airthermomod@0.1.2, alloycalculator@1.0.0, ancienttools@1.6.0-pre.3, apegrapes@1.2.6, apelanterns@1.1.2, attributerenderinglibrary@1.0.2, egocaribautomapmarkers@4.0.2, betterruins@0.4.15, blobcatmod@0.1.1, blocksoverlay@4.4.1, brutalstory@1.0.0, butchering@1.9.1, carryon@1.9.0-pre.1, chuteblockplacer@1.0.4, Clumps@1.0.1, commonlib@2.6.1, kconfigurablecollection@1.0.1, danatweaks@3.4.5, deepveinasbestos@1.0.0, electricalprogressivecore@2.0.0, entitynametag@1.3.0, extrainfo@1.9.10, foodshelves@2.2.1, fromgoldencombs@1.8.13, hazchakram@0.9.2, healthbar@1.0.7, heatretention@1.0.2, hudclockpatch@1.0.5, itempickupnotifier@1.7.1, jaunt@2.0.0, jebsinventorytweaks@1.0.1, jonastools@1.2.0, krpgenchantment@1.0.1, landclaming@1.0.3, lenstweaks@1.0.6, levelup@2.0.3, mannequinstand@1.0.5, mechanica@1.0.0, medievalexpansionpatch@1.2.1, millwrightvawtaddon@1.0.2, mobsradar@2.1.8, playerlist@2.1.5, claywheel@1.1.2, purposefulstorage@1.3.0, riftworks@1.1.13, rustandrailroads@2.0.11, rustboundmagic@2.5.7, statushudcont@3.2.7, stillnecessaries@1.2.2, storagecontroller@1.1.5, tabletopgames@2.10.5, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.3, thievery@1.2.2, usefulstuff17@1.4.1, vinconomy@0.4.0, creative@1.20.12, survival@1.20.12, waxpress@1.0.2, wildfarmingrevival@1.3.8, xlib@0.8.16, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.4, astriaporta@0.0.5, tradercamps@1.1.5, draconis@1.0.0, electricalprogressivebasics@2.0.0, extraoverlays@1.5.0, frames@0.2.4, itemrarity@1.1.5, playercorpse@1.11.1, tpnetpatched@1.14.8, temporaltechnology@1.1.5, th3dungeontopentrance@0.4.1, wrustbound@1.0.0, xskills@0.8.19, electricalprogressiveqol@2.0.0, rustboundmagicxskills@0.2.1, veep@2.0.1, wilderlandsdrops@1.0.0, xskillsnewclassesexp@0.1.0, xwilderlands@1.0.0, electricalprogressiveequipment@1.0.6 System.NullReferenceException: Object reference not set to an instance of an object. at ElectricalProgressive.Content.Block.ELamp.BlockELamp.GetSelectionBoxes(IBlockAccessor blockAccessor, BlockPos pos) at Vintagestory.API.Common.Block.GetParticleBreakBox(IBlockAccessor blockAccess, BlockPos pos, BlockFacing facing) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 557 at Vintagestory.API.Common.BlockBrokenParticleProps.get_Pos() in VintagestoryApi\Common\Particle\CollectibleParticleProperties.cs:line 95 at Vintagestory.Client.NoObf.ParticlePoolQuads.SpawnParticles(IParticlePropertiesProvider particleProperties) in VintagestoryLib\Client\Systems\Render\Particle\ParticlePoolQuads.cs:line 147 at Vintagestory.Client.NoObf.ParticleManager.SpawnParticles(IParticlePropertiesProvider properties) in VintagestoryLib\Client\Util\ParticleManager.cs:line 91 at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleSpawnParticles(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 524 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Game Version: v1.21.1 (Stable) 9/22/2025 11:08:00 PM: Critical error occurred in the following mod: mechanica@1.0.3 Loaded Mods: bagofholding@1.1.0, buzzybees@1.1.7, cavecontent@1.0.1, chiseltools@1.15.1, ClaimsRadar@1.1.0, containersbundle@1.1.2, extrachests@1.10.0, froghats@1.1.1, geodesandgemstonesforked@1.0.0, geoaddons@1.4.4, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.1, lithocraft@0.7.0, magellan1k@1.0.2, MineIndicator-texturepack@1.0.0, molds@0.2.1, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.3.1, primitivesurvival@3.9.7, scraps@1.1.1, scrollrackable@1.4.0, shelfobsessed@1.7.0, simpleelevator@1.3.0, storagecontroller@1.2.1, tprunes@1.1.2, temporalsreformed@0.0.4, vintageengineering@0.4.0, game@1.21.1, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alloycalculator@1.0.0, apegrapes@1.3.1, apelanterns@1.3.5, astriaporta@0.0.6, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, bettertraders@0.1.0, blobcatmod@0.2.0, blocksoverlay@4.5.3, bloodtrail@1.0.7, brutalstory@1.0.0, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.2, chuteblockplacer@1.0.5, Clumps@1.0.1, commonlib@2.8.0, kconfigurablecollection@1.0.1, crystalgrowthspringtaria@1.0.1, crystalgrowth@1.0.4, danatweaks@3.6.0, decayingcreatures@0.1.6, eldritchmonsters@2.7.2, electricalprogressivecore@2.3.1, extrainfo@1.10.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, hazchakram@1.0.2, healthbar@1.1.1, heatretention@1.0.2, hudclockpatch@1.1.1, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, jebsinventorytweaks@1.1.1, krpgenchantment@1.2.0, landclaming@1.0.3-rc.1, mechanica@1.0.3, medievalexpansionpatch@1.3.1, mobsradar@2.1.12, moldsplus@1.0.4, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, riftworks@1.1.14, rivers@4.7.3, rustboundmagic@3.0.14, ruststones@1.2.2, signals@0.2.3, simplescaffoldins@1.0.1, statushudcont@3.3.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, tarmod@1.1.3, temporaltransporter@2.3.0, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.4, thievery@1.2.6, unbindhotkeys@1.0.1, usefulstuff17@1.5.0, viesblocks@2.5.4, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, waxpress@1.0.2, xlib@0.9.0-pre.2, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.5, archosaur@1.0.3, betterloot@2.0.0, bigboards@1.0.3, cavebeacons@1.0.9, tradercamps@1.1.6, draconis@1.1.1, electricalprogressivebasics@2.3.0, em@3.3.1, extraoverlays@1.6.0, frames@0.2.4, glassmaking@1.4.4, playercorpse@1.12.0, tabletopgames@3.0.2, tpnetpatched@1.14.9, temporaltechnology@1.2.1, th3dungeontopentrance@0.4.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.1.3, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at Mechanica.MechanicalPowerNodeExtensions.GetExtras(IMechanicalPowerNode node, Single& inertia) in C:\Users\Adam\source\repos\Mechanica\Mechanica\Core.cs:line 50 at Mechanica.Patches.BEBehaviorMPBasePatches.JoinNetwork(BEBehaviorMPBase device, MechanicalNetwork& deviceNetwork, MechanicalNetwork network) in C:\Users\Adam\source\repos\Mechanica\Mechanica\Patches\BEBehaviorMPBasePatches.cs:line 99 at Vintagestory.GameContent.Mechanics.BEBehaviorMPBase.tryConnect(BlockFacing toFacing) in VSSurvivalMod\Systems\MechanicalPower\BlockEntityBehavior\BEBehaviorMPBase.cs:line 210 at Vintagestory.GameContent.Mechanics.BlockMPBase.WasPlaced(IWorldAccessor world, BlockPos ownPos, BlockFacing connectedOnFacing) in VSSurvivalMod\Systems\MechanicalPower\Block\BlockMPBase.cs:line 20 at Vintagestory.GameContent.Mechanics.BlockAxle.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VSSurvivalMod\Systems\MechanicalPower\Block\BlockAxle.cs:line 53 at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode) in VintagestoryLib\Client\ClientMain.cs:line 1729 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnBlockBuild(BlockSelection blockSelection, Block onBlock, String& failureCode) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 719 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 565 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 190 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1031 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.1 (Stable) 9/23/2025 3:12:51 PM: Critical error occurred Loaded Mods: bagofholding@1.1.0, buzzybees@1.1.7, cavecontent@1.0.1, chiseltools@1.15.1, ClaimsRadar@1.1.0, containersbundle@1.1.2, extrachests@1.10.0, froghats@1.1.1, geodesandgemstonesforked@1.0.0, geoaddons@1.4.4, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.2, lithocraft@0.7.0, magellan1k@1.0.2, MineIndicator-texturepack@1.0.0, molds@0.2.1, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.3.1, primitivesurvival@3.9.7, scraps@1.1.1, scrollrackable@1.4.0, shelfobsessed@1.7.0, simpleelevator@1.3.0, storagecontroller@1.2.1, tprunes@1.1.2, temporalsreformed@0.0.4, vintageengineering@0.4.0, game@1.21.1, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alloycalculator@1.0.0, apegrapes@1.3.1, apelanterns@1.3.5, astriaporta@0.0.6, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, bettertraders@0.1.0, blobcatmod@0.2.0, blocksoverlay@4.5.3, bloodtrail@1.0.9, brutalstory@1.0.0, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.2, chuteblockplacer@1.0.5, Clumps@1.0.1, commonlib@2.8.0, kconfigurablecollection@1.0.1, crystalgrowthspringtaria@1.0.1, crystalgrowth@1.0.4, danatweaks@3.6.0, decayingcreatures@0.1.6, eldritchmonsters@2.7.2, electricalprogressivecore@2.3.1, extrainfo@1.10.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, hazchakram@1.0.2, healthbar@1.1.1, heatretention@1.0.2, hudclockpatch@1.1.1, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, jebsinventorytweaks@1.1.1, krpgenchantment@1.2.0, landclaming@1.0.3-rc.1, mechanica@1.0.3, medievalexpansionpatch@1.3.1, mobsradar@2.1.12, moldsplus@1.0.4, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, riftworks@1.1.14, rivers@4.7.3, rustboundmagic@3.0.15, ruststones@1.2.2, signals@0.2.3, simplescaffoldins@1.0.1, statushudcont@3.3.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, tarmod@1.1.3, temporaltransporter@2.3.0, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.4, thievery@1.2.6, unbindhotkeys@1.0.1, usefulstuff17@1.5.0, viesblocks@2.5.4, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, waxpress@1.0.2, xlib@0.9.0-pre.2, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.5, archosaur@1.0.3, betterloot@2.0.0, bigboards@1.0.3, cavebeacons@1.0.9, tradercamps@1.1.6, draconis@1.1.2, electricalprogressivebasics@2.3.0, em@3.3.1, extraoverlays@1.6.0, frames@0.2.4, glassmaking@1.4.4, playercorpse@1.12.0, tabletopgames@3.0.2, tpnetpatched@1.14.9, temporaltechnology@1.2.1, th3dungeontopentrance@0.4.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.1.3, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.MechBlockRenderer.UpdateCustomFloatBuffer() in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechBlockRenderer.cs:line 48 at Vintagestory.GameContent.Mechanics.MechNetworkRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechNetworkRenderer.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 190 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Game Version: v1.21.1 (Stable) 9/23/2025 3:31:52 PM: Critical error occurred Loaded Mods: bagofholding@1.1.0, buzzybees@1.1.7, cavecontent@1.0.1, chiseltools@1.15.1, ClaimsRadar@1.1.0, containersbundle@1.1.2, extrachests@1.10.0, froghats@1.1.1, geodesandgemstonesforked@1.0.0, geoaddons@1.4.4, horsetailtea@1.1.0, istchests@0.0.4, immersivecorpsedrop@1.0.3, jonasboat@1.0.2, lithocraft@0.7.0, magellan1k@1.0.2, MineIndicator-texturepack@1.0.0, molds@0.2.1, nightlight@1.3.6, nightwatcher@2.2.0, particlesplus@2.3.1, primitivesurvival@3.9.7, scraps@1.1.1, scrollrackable@1.4.0, shelfobsessed@1.7.0, simpleelevator@1.3.0, storagecontroller@1.2.1, tprunes@1.1.2, temporalsreformed@0.0.4, vintageengineering@0.4.0, game@1.21.1, wildfarmingrevival@1.4.0, airthermomod@0.2.0, alloycalculator@1.0.0, apegrapes@1.3.1, apelanterns@1.3.5, astriaporta@0.0.6, attributerenderinglibrary@2.3.0, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, bettertraders@0.1.0, blobcatmod@0.2.0, blocksoverlay@4.5.3, bloodtrail@1.0.9, brutalstory@1.0.0, butchering@1.10.3, carryon@1.10.9, cartwrightscaravan@1.7.2, chuteblockplacer@1.0.5, Clumps@1.0.1, commonlib@2.8.0, kconfigurablecollection@1.0.1, crystalgrowthspringtaria@1.0.1, crystalgrowth@1.0.4, danatweaks@3.6.0, decayingcreatures@0.1.6, eldritchmonsters@2.7.2, electricalprogressivecore@2.3.1, extrainfo@1.10.0, foodshelves@2.3.0, fromgoldencombs@1.9.2-rc.2, hazchakram@1.0.2, healthbar@1.1.1, heatretention@1.0.2, hudclockpatch@1.1.1, itempickuphighlighter@1.2.2, itempickupnotifier@1.7.3, jaunt@2.1.0-rc.1, jebsinventorytweaks@1.1.1, krpgenchantment@1.2.0, landclaming@1.0.3-rc.1, mechanica@1.0.3, medievalexpansionpatch@1.3.1, mobsradar@2.1.12, moldsplus@1.0.4, petai@4.0.0, playerlist@2.1.5, claywheel@1.1.3, purposefulstorage@1.4.1, riftworks@1.1.14, rivers@4.7.3, rustboundmagic@3.0.15, ruststones@1.2.2, signals@0.2.3, simplescaffoldins@1.0.1, statushudcont@3.3.1, stillnecessaries@1.3.0, stonebakeoven@1.2.0, tarmod@1.1.3, temporaltransporter@2.3.0, temporalstormtimer@1.1.1, tentbag@2.2.0, tentbagreworked@3.1.1, th3dungeon@0.4.4, thievery@1.2.6, unbindhotkeys@1.0.1, usefulstuff17@1.5.0, viesblocks@2.5.4, vinconomy@5.0.3, creative@1.21.1, survival@1.21.1, waxpress@1.0.2, xlib@0.9.0-pre.2, xrayblock@1.0.0, 118hair@0.1.3, advancedchests@0.2.5, archosaur@1.0.3, betterloot@2.0.0, bigboards@1.0.3, cavebeacons@1.0.9, tradercamps@1.1.6, draconis@1.1.2, electricalprogressivebasics@2.3.0, em@3.3.1, extraoverlays@1.6.0, frames@0.2.4, glassmaking@1.4.4, playercorpse@1.12.0, tabletopgames@3.0.2, tpnetpatched@1.14.9, temporaltechnology@1.2.1, th3dungeontopentrance@0.4.1, xskills@0.9.0-pre.2, electricalprogressiveindustry@0.1.3, electricalprogressiveqol@2.3.0, electricalprogressiveequipment@2.2.1 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.Mechanics.MechBlockRenderer.UpdateCustomFloatBuffer() in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechBlockRenderer.cs:line 48 at Vintagestory.GameContent.Mechanics.MechNetworkRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VSSurvivalMod\Systems\MechanicalPower\Renderer\MechNetworkRenderer.cs:line 87 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 922 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
tehtelev Game Version 1.21.1 multiplayer Mod Version 2.3.0
when connecting anything to the mechanical connecting devices the clents crash
without being able to generate power unable to verify the other devices, the tools do work, just the generators have been verified to crash clents when trying to connect axels or gears to them
RanCipher Unfortunately, there's nothing we can do about this. Perhaps we'll soon move this functionality into a separate tool within the industry's mods. Then there won't be a conflict with EM.
I've noticed that the pulverizer/crusher yield bonus doesn't play nice with Expanded Matter, since it introduces crushed and powdered variants of all the metals; instead of yielding a higher nugget count it just yields the default amount of crushed metal, like what Vedrit experienced. I tested with just EM and EP active to be sure, and the incompatibility can be reproduced easily enough by toggling EM on or off in a creative world and seeing the pulverizer yield on e.g. native copper ores; on a poor native copper chunk it'll be 3x crushed copper instead of 5x native copper nuggets.
You can hover over any part of the electrical network, hold down the Alt key and see all the information about the block and the entire electrical network at once.
So in our world we are making a fairly geographically large electric network. One thing we'd love to have, which is maybe on your roadmap already, is the ability to make a status board that displays generation, consumption, and overall system-wide battery level.
The pulverizer buff doesn't seem to be working in 1.20.12, mod v2.0.1. Patch says that poor native copper should be yielding a stack of 5, but I'm only getting 3. Might be a conflict with Expanded Matter which does much the same thing, but sets lower stacksizes
I thought there was a way to see how much power in watts was stored in a power grid with alt. Now I just see capacity % instead of total power. Is there a way to see total power stored in watts?
tehtelev thank you for answer. Option 1/2 - but it'll be modified only on server side, but clients are downloading those mod zip files as well. Could it be a problem? Because then server-side mod will be changed, but the ones on a clients will contain an unchanged assets.
Option 1. (easy) You need to unpack the mod, find the desired recipe in the assets folder and delete it. The game may complain about the lack of a recipe. Then you will need to pack the mod back into a zip archive.
Option 2. (a little more difficult) You need to unpack the mod, find the desired recipe in the assets folder and add the line enabled:false to the necessary ones, as shown in the picture. The game will automatically exclude this recipe. Then you will need to pack the mod back into a zip archive.
Spoiler!
.
Option 3. (difficult). You need to patch the game recipes to set enabled:false. But I think you will not do this.
tehtelev You wrote in your answer: "To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough."
How can I do it? Did you mean to delete a recipe for the item from the mod's assets in the mods zip?
Hey, i wanted to report a possible bug, when i ran an electrical stove, and plopped a crucible on it, then placed copper coil inside the crucible it said it would make 200 copper, not 10 (which would be 2 copper bits), so right now you can duplicate copper plates
Copper plate -> saw -> 16x 32v cable -> make 8x2(16) copper coils -> pop em back into the crucible -> smelt into 3200 copper -> 32 bars = 16 copper plates
Edit: Was playing on 1.0.3, i dont know if this problem exists in the 1.1 version
@tehtelev yes i did i was using the upgraded generators and everything its just...the moment the cables go 3 blocks up or 3 blocks down away from the source of power....Nothing gets powered
so im having a issue where i have set my power generation room Above my blacksmith forge room...everything in the power room well generates power and receives power..but my Electric forge is Not receiving power atall..i have replaced it,replaced all the cables, replaced the generators and everything but nothing seems to work...items only seem to receive power if they are on the same level as the generator/batterys and im not sure why
tehtelev - one that pops up on generator/engine page? Yes, if there are others no, missed those. ok, yep, missed those, I dont see many in "guides section". I had to explicitly type "electricity" to have 3 show up.
Have you read the in-game electrical guides? Many issues are already covered there. And we'll add the current shaft speed to the generator/motor information. Good idea.
1. How does burn out mechanic work? Over RPMIng? 2. Is there any calc to convert wind/windmill to RPMs or its eyeballing for now? 3. 32V vs 128V - does it entail fewer losses based on voltage?
But the problem is that it makes the streetlights less usable. In the old mod, for example, I had interior lighting where it was just the lamp placed on the copper block, so there was a connection to the back of the block. I found this very useful to avoid having visible cables. It was expensive, but acceptable, and I found the idea very useful for the streetlights to do the same thing to avoid having cables on the ground.
Otherwise, isn't it possible to allow placement without blocks underneath to run a cable that will make the connection?
Same thing for the charging block; it's more practical to power it from below (it's possible to do this by placing another block next to it, which is possibly an unwanted bug, but practical).
The metal block conducts electricity, but not quite as players would like. We had to limit its capabilities slightly so as not to overload the pathfinder. Imagine that the metal block contains wires facing in all directions on all the inner faces of this block. So once an additional wire on the outside connects the inner faces to the lamp, which is on the outside. The block works well when conducting electricity through a wall or ceiling, straight or diagonally.
tehtelev Hello, the electricity no longer passes through the copper blocks? I started playing with it on my server and I did like the old mod for lighting and nothing passes on my side, it's complicated to set up the lampposts without them :s
small addition that I just saw, when the lamppost is on the copper block it works provided there is another electrical block next to it or a cable, otherwise it does not light up and once removed it will turn off
This mod is not compatible with electricity and electricityaddon, as it continues the development of those mods. You need to uninstall electricity and electricityaddon.
To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough.
As for the problem with the chunk disappearing. It is not entirely clear why this happens, but we can definitely say that this can be affected by a weak or loaded server processor, or slow server file storage. We have a good server with Electricty and ElectricityAddon mods installed and not only, where this problem has never occurred since its launch and operation. And even the administrators who had this problem transferred the data to our server hosting, launched it and everything also worked stably.
Hi! I'm glad that someone took over the great Electricity mod as Anluin has not time to improve and fix his mod! Great work, thank you, keep it up please. I noticed the Electricity Extensions mod, but what prevented us from using it was that we didn't want to use the all things. I very appreciate this separating to more mods, so we can choose only some things to allow on our server.
Please would it be possible to make all items configurable? To give server admin more granularity, so he can select which blocks/items allows to use on the server? For example: we allow to use just generators and motors and all basic stuff + heater + oven but no the electric tools (saw, chisel etc.) and no refridgerator etc?
Dividing to separated mods is great! It already allows to choose, but imho, it still needs more granularity.
And second question: we're still using the Electricity mod, but there is a bug, described here
See my comments under the issue, where I and someone else suspect the Electricity mod. We found out that the chunk hole apeears when the electricity network cross chunk column borders. I hope that your version has not the described bug? :-)
Ha, it would be nice to be able to mass-produce the cables x) when I see the number of plates I'll have to make as a blacksmith XD
As for the electric drill, I recharged it before testing it, as I was looking for mod incompatibilities. I don't remember if I was level 1 on Xskill to see if it wasn't the same problem as with the diamond pickaxes. As for speed, I'm looking at the pickaxe, which is less expensive to make even in series. Even though the drill has a 1x3 mode, wouldn't it be more interesting to make a 3x1 mod, since the ores are more positioned in a cylinder when viewed from above, in a single line?
Ha I was just wondering when I saw your last comment, but from what I tested solo I think the same as DefiledMage because when I looked there is not really a choice for voltage because almost everything is in 128V if I am not mistaken,
the lamps and street lamps for example because when I saw that the maximum intensity was 14A the big cables can only be doubled it is not much to make a sort of "power station", I was wondering if it was planned to have bigger
cables to make a distribution network or a bigger voltage just for transport and it is obligatory to go through transformers to use it, my friend thought of passing the cables under the roads and lighting the intersections but when I see the size
it is unfortunately impossible because of this limitation I think
ha I'm testing for the moment and I just saw that the drill is not working I have nothing falling and 9.9 in speed is it not low?
DefiledMage For transmission over long distances, it is recommended to increase the voltage. Also, do not forget that cables can be extended by pressing on them with the same cable, and insulated wires have 2 times less losses. I tested the operation of cables on the example of 128V copper at distances of 100-200+ blocks.
billyma6 Yes. You will need to break all the wires and devices installed on the ground and put them in inventory/chests. The safest and most reliable way will be to convert devices through the crafting grid. Because each device is also assigned its own code, its behavior, etc. If you want it, I will make the corresponding crafts for conversion.
Hello, according to what he explained in the answer, you have to delete all the blocks because they are linked to the old mods, when asking the question I wondered if it was possible to take the IDs of the blocks but apparently not, so it's the same as when you delete a mod, you will have white blocks with question marks
Hello, here it was precisely to know everything for the time being, if it was me I would have installed it to test and make reports xD, here I just started to place 4 lamps and tested to show how it worked and he was already going
with the idea of making a storage building and passing the cables under the roads, but I just told him that the mod was no longer updated and that one is in preparation, so we will mainly prepare the resources (zinc/copper/iron plate),
that's why my request for the crafts and for the old blocks because I told myself that everything had to be removed and deleted before
Hi tehtelev, adding onto what AcidNight asked, so if I were to switch from the old mod to all the EP parts, would any of my items crafted during EA carry over when switching to EP? As for your point, does that mean that in order to properly make the switch, I'd have to destroy all my electrical blocks/devices beforehand to ensure the least bugs?
AcidNight Hi. The mod is not compatible with ElectricityAddon. They will not work simultaneously. We wanted to make it possible to convert devices and appliances to our mod. It turned out that there are quite a lot of changes at the code level, so in order to make a patch, players first need to break all their electrical appliances and wires. Are you sure you want to do this? In terms of functionality and crafting recipes for devices, there are no changes yet, but they will. There will also be a balance of device characteristics.
VaelophisNyx Insulated cables have half the loss of non-insulated ones. They will not cause damage to the player/creatures, they can be used safely in liquids and in the rain without fear of short circuits.
So what's the purpose of Insulated cables? just asthetics? Or are there plans for us to take damage if we touch an uninsulated cable with power running through it?
This applies to all the modules, but could we get a more detailed description of what this mod add, how it works, etc? The concept is pretty cool but I'm not sure what we can actually do with this mod
Is there a wiki to introduce this series of mods
I think the AI tag on this isn't correct. Since you have people who have worked on the coding and such. Since most of the other AI tagged stuff is vibe codded.
Someone put the tag there. I already removed it.
Is there a modifier or something I'm not hitting? I don't seem to be able to use through connectors with my immersive wiring. I will select one Insulator as my start, and then attempt to do the through-block, but no matter what it doesn't think I'm clicking on the connectors on the end.
edit: It seems to just be the vertical through connector.
Fixed. Try version 3.0.3.
NoizMakyr It's impossible to hide the wires. But I have some ideas about that. As soon as I have more free time, I'll definitely do something about it.
As for the models, we have a certain set of animation models for future development, but the person who worked on them can't do it yet. And I don't know how to make models.
Hey, great work on this mod pack! It is stunningly built and offers so much unique flavor to the game :)
I thought I remembered this being an option but couldn't find it: are there ways to hide the cables/wires in this mod or make them invisible? Also, if one wanted to edit the look of the generators/motors to be a bit more "in theme" with the game's aesthetic, would that be possible? I'd be down to offer suggestions or examples.
LDP487 Are there any errors in the logs?
Hi, I have everything installed.. I've double checked all versions and game version as well as all dependencies. When I load my Creative world there are no errors or warnings, however, when I attempt to get any item from the "Basics" mod, they don't appear in Creative list of items and I can't "giveitem" command it either. All the other mod items from the other mods (e.g. generators, wires etc) are there, but the Basics things like Electrician's Kit, Wire Cutters etc are all missing.
The handbook entries for these items exist, just not the actual items themselves. I've troubleshooted this for 30mins and I can't work out what is wrong.
tehtelev
Wyntr Read the latest patches—it's a game bug. I've already suggested a fix.
So, there seems to be some kind of strange jumbled texture issue inside of the motors/generators. Is this just me or have others experienced this? I am using like 30 mods on 1.22-rc.8, so it might be a conflict, but i just thought i should say something...
enmaenma This is only for update 1.22
Hey!
First off great mod, its been fun and I've been using it on a server with some friends. Defenitely appreciated how plug and play it is.
I just had a question regarding how you set up floating cables like in the last picture with the street lamps. Thank you and keep up the good work.
hizokuto Use the Signals mod with addons to automate our mod.
It'd be fair to have lights can turn on based on a timer or daylight sensor. I also only want to have Electric Heaters turn on during the coldest part of the nights for supporting a greenhouse.
There are no thermostats, timers, or light sensors for some simple automation to save electricity. The Electric Stove and Furnace have QoL features.
Could there be bright lights that allow underground farming? The street ground lamp seems to be bright enough but it takes up more space than the lamps.
BlueSamoyed Generators and motors don't look in the direction you're looking. You need to aim at the edge of the block, and depending on which part of the edge you're aiming at, that's where the shaft will be turned.
placing the generators and motors leads to what feels like random orientations even when placing from the same direction in 1.26, is it just me?
i found a bug on my dedicated server with placinganything from the mod other than wires the server kicks you places the block and dupes it when you place one. this is latest 1.21.6 btw
upon furthure testing the place block after crashing becomes non functional and just drains power really fast
also if you could make stuff placable on chiseled blocks
Found if you break a thermoelectric generator in mod version 3.0.0 rc3 it crashes the client to desktop
Update: Seems to happen with freezers and other items as well, also the charger cant be removed and makes a constant ringing after a while.
New Update causes Missing textures on QOL for some reason.
Made an issue report on github.
tehtelev I have the Core, Basics, QoL, and the Equipment addons
Arkdirfe Let's fix it. The through-hole connector is positioned the same way as the generators. You need to precisely aim it at the desired part of the edge, and then it will rotate either vertically or sideways.
Placing the Through Connectors in different orientations works now, but it seems they revert to the north/south orientation when saving and loading the world. Also, if it isn't too much to ask, it would be cool if they were wrenchable since the placement can be kind of weird sometimes, being able to correct the orientation post-placement would be great.
Arkdirfe Yeah. So I didn't fully transfer the functionality from 1.22.😅
Just a heads up, the Through Connector seems to only be placeable in one orientation. From what I can tell functionality isn't affected, it's just visually jarring.
Amazing news! Keep up the great work!
Hydromancerx Also in the next update. We only need models for this generator.
Yay!
Another idea would be using geothermal power where tapping into hot springs gives power. Perhaps it has to be placed in the water of the the hot spring or something.
Keep up the great work!
Hydromancerx The next update will be
Please add solar pannels like QPtech had!
Systematique This is done in the recipe json.
any possibility of a config to change the amount of wires produced per plate?
Do transformers act as wires for the purpose of voltage transfer from 1 side to another? Example : If i supply 32v to a transformer on 1 side can it simultaneously output 128V to one side and 32 V to a seperate side? Not sure how power is directed in the system.
If i had a generator send excess power to batteries through a transformer that also had a 3rd connection to consumers, would the consumers pull energy from the generators onto the 3rd side or would power need to be sent to the batteries first and then back thru the transformer to the consumers?
It would make sense that a transformer would act as a variable output regardless of input for simplicity but I am not sure how it is coded.
Ran into an interesting error just a bit ago. I put two helve hammers in line so that one motor could provide 'power' to them without any axels inbetween, then I put another motor on the opposite side (Motor, helve hammer, helve hammer, motor) also set up to provide 'power' (torque) to the helve hammers and the game really wasn't a fan.
I ended up having a client side crash on my single player world and even though I tried digging through the logs to find the cause the best I got was this error: [Warning] Server overloaded. A tick took 5216ms to complete. Which is less than helpful honestly; not sure if the crash is able to be reproduced as I'm going to bed in a bit here but thought I would throw it out there rather then just shrugging at the crash and moving on. (probably wasn't helpful but eh)
Tragic. Chiseled blocks w/ metal in them (or a certain # of metal) would've been super cool, so you could add facades to metal blocks, or chisel the wiring into the walls where you might not be able to place wires. Still, pretty cool mod!
RebelSkull Too little information. Do you have any add-ons for our mod installed?
MythyMajestic Chisel blocks do not conduct electricity.
I just noticed that putting peaches in my frige didn't change the spoil timer. Curious, I went down to my power room and looked at my batteries. Both my 32v circuit and my 128v circuit batteries aren't charging anymore!!!!! I have several batteries in a group around my generators. It worked just fine a week ago. Now no battery no matter how I position them to the generators will charge!
Do chiseled blocks with metal in them conduct electricity?
tehtelev ah okay. i didnt realize it wasnt going to add heat to the room until heat was needed. i did finally manage to get it fully powered and was wondering why it still said no heat bonus. thnx for the reply. im loving this mod
MuadDibz Use any metal block. metal blocks conduct. i dug trenches and ran wires to metal blocks in strategic places and theres not a single hole in my walls or floor.
Just curious but is there anyway to run wiring so that it can pass through a house wall without having to knock a hole in the wall? Would love a pass through block or something
MadArtificer 1) Check the integrity of the greenhouse.
2) Wait until at least one bed or plant updates its status or readings. The heater does not show results immediately.
i cannot for the life of me get the heaters to 100% power. i can get them to 98% or burning out. i have no idea what im doing wrong. ive got power, into a transformer into the heater. its powered, not on fire, stuck at 98% and says adding no heat bonus if i change anything ive done to it it either gets 0% power or burns out.
Never mind. I was on 2.6.2. Let me update to 2.6.4 which was just released.
Seagullible This is a purely visual bug that some players may encounter for some reason. If the numbers change when you hover over it, then it's working and everything is fine.
Does the rotor even do anything?
Also, placing down motors and generators just shows them as empty casings. I also can't change the orientation of motors, generators, AND cables.
MuadDibz Fixed. Update your core and base mod to 2.6.4.
With the newest version 2.6.2 I get errors on load and then when actually in the game none of the machines are working. Have reverted to 2.6.1 and its all working again. Just wondering if anyone else is seeing the same thing with the latest version?
wia Transmitting huge currents through wires increases losses quadratically. I'll reduce this figure by the time the immersive wires reach their output.
Am I doing something wrong? 1 block of distance with a 32v cable is like 12-13% loss?!
I don't understand why you are citing so many laws in the handbook, implementing some of them, like a proper simulation, but then give the cables completely bogus resistances. Copper is a better insulator than electrum -- and gold for that matter? What?
tehtelev I see i see. yeah that would imply my fridge isnt consuming power, but it is. I assume this is because of the way i wired it all up; with the all power going thru a battery to get to the fridge. so the gen only provides enough to power to charge battery and doesnt also cover the fridge cuz it isnt directly wired to the fridge. Thats on me for not knowing that. Tho i would suggest adding a max wattage input and output stat on the batteries so its easier to tell (ik it says power:128w but i didnt know what that meant until now)
i redid my system awhile ago and it started outputting the max when i put it farther away, presumably to account for resistance cuz i dont have wax for insulated cables yet due to winter (pain)
Notasteamjpg So, consumers only consume 128 watts and don't need more. If you have a single 32V battery, it can only consume and output 128 watts at most. Doesn't that mean consumers consume anything?
Two_Byte Does this even make sense? Initially, we couldn't power such devices at all.
Set up a thermal gen and for some reason its only producing 128w instead of the nearly 500 it says it can, doesnt change with different fuel types and has max thermal plates
An extremely minor request, but would you be able to make it so we can place batteries sideways, on walls. I have a windmill tower, and while it's not being used to forge metal, I'd love to use it to generate energy, and storing the batteries in the ladder section (the "shaft", if you will), would not only be space effecient, it would also be really cool
I bypassed the transformer by changing the voltage setting on the thermal gen , it will keep the large battery charged without the transformer , however when I use it , the power drops regardless of how much is provided to the battery , not sure if its supposed to be that way or not
Kyrios34 A large battery requires 128V, and the generator produces 32V. Use transformator
thermal gen doesnt seem to charge the larger battery , what am I doing wrong ? cables are 128 silver got 6 generators hooked to the 1 battery
Hello, I don't know if there is a way to do this that I am not know of, or if it is just a suggestion, but it would be a way to insulate metal blocks such as cables. If there is a way to do this that I am not aware of, please mention it.
VengaboysFan
The Metalic Blocks may interest you then
I have another suggestion for this mod
A way to pass ALL WIRES through any type of block in the game so i don't have to have holes in the floor of my home in the game to wire it.
I think i found a bug
when thickening 120v cables i am unable to place more than 2 cables
Please make it possible to thicken 120v cables up to 4 times to support 40a over a cable.
Just curious, I've got a switch that tends to smoke when you turn it on. The smoke clears after a few seconds, and the cables themselves never smoke. Is this just for looks, or is it an indication that something is wrong?
Limbobinho Metal blocks conduct electricity and do not disturb the room
Is there any way to conduct electricity through walls?
Yeah I've tried both of those things. Generators and Motors both spawn without internal bits. It's really strange. Nobody else on the server seems to be impacted.
They still work just fine, so not game breaking or anything.
Synthawk Have you tried breaking and reinstalling the generator? Maybe you should clear the mod cache too?
Having a weird issue. Trying to test out some things in creative briefly so I have an understanding of placement and how stuff functions and things like the generator are spawning empty? I'm attaching a picture of what I mean. It seems to work but it's a bit broken for some reason.
EDIT: This seems to be an issue with my client, unsure what to change to fix. Other users on the server see this as normal.
tehtelev I apologize for the confusion, you were obviously correct :) After going into creative and simply experimenting a little bit I realized what was happening and they've been working fine in my survival save since.
Alhef Generators won't produce power if all batteries are charged and there's no power consumption. If you believe this is a bug, you can record a video and post a detailed description of the issue on the mod's Github issue tracker.
I have the same problem as zombii . I've already changed the cables and checked the entire electrical system, and the generators don't seem to be working, and they aren't cheap.
zombii This means there's no demand for consumption from them. Check the connection and network integrity.
For some reason my generators don't seem to be generating power, even though they are rotating and able to see as such. They stay pegged at "Produced: 0/128W". Any idea what may be causing this?
Yithani Yes. I think we'll be making these wires very soon.
Is there a plan to add any sort of hanging or point to point power line functionality? At the moment the best way to transfer electricity between locations seems to be burying cables which gets quite awkward.
paulogabbi Most likely, the existing generator is sufficient for the grid, so the second one isn't used. Power is drawn from the nearest source. But you'd have to look at the screenshots for more details.
tehtelev sure but in game it fells weird to have the best cable be so cheap, oh yeah i have a weird problem on my game, i am using 4 windmills whit 3 large gears for more speed, one of them have 2 generators, but only one work for some reason, even if i have max wind both are hooked to a 128 cable network and they are the upgraded generator, any idea how to fix it ?
paulogabbi You can Google it and find that steel has a higher resistivity than copper.
As for the thermoelectric generator, it produces quite a lot of power for 32V. There will also be a 128V fuel-powered generator.
tehtelev gotcha i can keep a eye up for weird current spikes, another question i was looking at the cables and excluding silver and gold all other cables are worse than the copper one, even the steel one, is this intended ? it fells weird a end game material like steel be worse than copper, another thing the thermoelectric generator fells really underwelming, i have a 10 plate one and not only it uses alot of space it don't really produce alot of power even after using black coal, i do have it in a empty field outside the base so idk if it is a factor
paulogabbi Either you passed too much current through it, or moisture got in. Don't place batteries in a break in an electrical circuit to avoid overload.
so a question, what causes the battery to take damage ? mines are inside my house and the voltage is right and they take damage, any way to repair them ?
rayllis689 Unfortunately, the block is suddenly losing its electrical properties. This needs further investigation.
Questions about that metal block conductivity, does it work with chiseled blocks? And if so, does a certain percentage need to remain metal for it to work? Wondering if i could have just a central line of metal in the center of a block to simulate a cable passing through it, like say, a tunnel of copper running through a plank block.
Hallowedsoul08 The mod page states that metal blocks conduct electricity. This means the integrity of the room will not be compromised in this case.
I really wish to see some form of passthough on the walls so that I don't have to destory a block on the wall to get wires across.
Psyborg I think I'll just tweak the batteries so it writes off and adds 4 times less energy. Then everything will work as it should.
tehtelev - thanks for the prompt reply! Now I think I understand where the calculations are wrong...
A battery rated 64000J drained by a motor rated 128W should let this motor run for 500 seconds. That's according to the real world physics. But cause the mod makes the drain action happen 4 times per second, the battery will last only 125s. So in fact it should be rated as 16000J.
That's why it is confusing for people when using real SI system units whenever time component is involved, cause the mod makes 1s = 0.25s
Then why not just up the values on the machines by x4 instead of making it charge/drain tick faster? Would avoid any confusions.
Psyborg Energy production and consumption are tied to the speed of electricity movement. By default, it's 4 blocks per second. That's 4 ticks per second. And power is actually measured per tick, not per second. This means generators essentially produce 4x the energy per second, and consumers consume 4x the energy. It's possible to tie everything to a second-based measurement, but that would require some tweaking in the code. But keep in mind that this would also make the battery charge 4x slower!
tehtelev - what is the tick rate for energy consumption? Cause on our server any batteries with any motors get drained very fast.
Example:
Basic motor (32V, rated 128W) is powered with a 32V battery (64000J). The motor is connected to a quern. According to the tooltip on the circuit it is draing 84W from the battery to move the quern, however the amount of energy drained from the battery drops at a speed of about 500J/s, so the battery gets drained before the quern is able to grind just one stack of items.
That would suggest the tick rate is much faster than 1s, which is confusing when using Joulles as energy units (cause 1J = 1W * 1s).
Is it intended behavior or some incompatibility with another mod?
Tekkit_Kev
I think we had exactly the same error on our server. Took a few days to track it down and it turned out there is some incompatibility between Electrical Progressive and Millwright.
We were able to reproduce and narrow down the error to just a Millwright windmill connected to an electric generator from Electrical Progressive (a basic one). Haven't tested with other generator types.
Our guess was just that Millwright windmills are just OP and generate too much power. So we switched to vanilla widnmills - no error since then.
Not sure if anyone else has ran into the problem, but I keep getting crashes on my server due to mechanical power from the base game interacting with the generators. We broke them and it's no longer happening. Verified with mulitple mechanical parts connecting the the generators and they all cause the crash. All three types of generators are causing it and it seems to crash when loading in unloaded chuncks when coming back from exploring. The thermo electric does not cause any problems luckily, but it sucks that we're having to burn so much fuel when we have windmills set up for town power. Running 2.3.2 on 1.21.1, but it was happening as well on 2.3.0
Hi, love your mod tehtelev! Now I have to relearn electrical laws, but it's really fun :-).
I understand akroeze's note about a status board. I know that I can look at any wire and press Alt to see detailed information (it's very useful), but it would be wonderful to have a vintage-style dial on the wall, with a delicate hand pointing to the total battery level of the system. While working, I’d just glance at it to reassure myself that there’s still plenty of juice left. :-)
tehtelev
my crash log file is everything since playing on this linux laptop
the top crash is from game version 1.20.12
i have all the latest most up to date mods of your mods installed into the server already for 1.21.1
it most definitly was that mechanica mod with the fly wheels that was causing the crashes, after removing it all the mechanical systems are working perfectly fine again
SoulReaperzYou also have our mods, which are quite old versions. The problem shown occurs in that version in extremely rare cases when you break or install a lamp
Come to find out. It may have been this mod now
https://mods.vintagestory.at/show/mod/26271#tab-description
removed and so far no issues now
tehtelev
this appears now that it may just be a base game multiplayer issue
my players have just recently tried placing a clutch and it crashed the area
however i am able to download the world and load into single player and resolve the issue in single player just fine, but whenever on a server (im using bisect hosting) the issue happens on the server for anyone and it crashes the chunk its in and anyone that tries to load that chunk
ill provide the latest report i just generated if your able to see something different
SoulReaperzIt would be nice if you could send some more logs.
tehtelev
Game Version 1.21.1 multiplayer
Mod Version 2.3.0
when connecting anything to the mechanical connecting devices the clents crash
without being able to generate power unable to verify the other devices, the tools do work, just the generators have been verified to crash clents when trying to connect axels or gears to them
RanCipher Unfortunately, there's nothing we can do about this. Perhaps we'll soon move this functionality into a separate tool within the industry's mods. Then there won't be a conflict with EM.
I've noticed that the pulverizer/crusher yield bonus doesn't play nice with Expanded Matter, since it introduces crushed and powdered variants of all the metals; instead of yielding a higher nugget count it just yields the default amount of crushed metal, like what Vedrit experienced. I tested with just EM and EP active to be sure, and the incompatibility can be reproduced easily enough by toggling EM on or off in a creative world and seeing the pulverizer yield on e.g. native copper ores; on a poor native copper chunk it'll be 3x crushed copper instead of 5x native copper nuggets.
@tehtelev
You are absolutely right, I was looking with "my man eyes" as my wife would call it. It was right there the whole time and I didn't see it. Disregard!
akroeze
You can hover over any part of the electrical network, hold down the Alt key and see all the information about the block and the entire electrical network at once.
So in our world we are making a fairly geographically large electric network. One thing we'd love to have, which is maybe on your roadmap already, is the ability to make a status board that displays generation, consumption, and overall system-wide battery level.
The pulverizer buff doesn't seem to be working in 1.20.12, mod v2.0.1. Patch says that poor native copper should be yielding a stack of 5, but I'm only getting 3. Might be a conflict with Expanded Matter which does much the same thing, but sets lower stacksizes
Nalal
Yeah. There is such a bug.
I've noticed that adding two engines to one mechanical system seems to cause the whole thing to lock up.
I think that may be a bug.
Currently running 2.0.0.
pimblokto
Yes. But this will be for versions 1.21
In that case, can you add that information to the alt info?
pimblokto If you ask, we will do it.
I thought there was a way to see how much power in watts was stored in a power grid with alt. Now I just see capacity % instead of total power. Is there a way to see total power stored in watts?
Nextia
Yes. You can add it without any worries.
Is this (and other electricity line of mods) fine to add to an existing save?
tehtelev thank you for answer.
Option 1/2 - but it'll be modified only on server side, but clients are downloading those mod zip files as well. Could it be a problem? Because then server-side mod will be changed, but the ones on a clients will contain an unchanged assets.
I'd probably try the third option - patching.
Thank you!
Fipil
fipil
Option 1. (easy) You need to unpack the mod, find the desired recipe in the assets folder and delete it. The game may complain about the lack of a recipe. Then you will need to pack the mod back into a zip archive.
Option 2. (a little more difficult) You need to unpack the mod, find the desired recipe in the assets folder and add the line enabled:false to the necessary ones, as shown in the picture. The game will automatically exclude this recipe. Then you will need to pack the mod back into a zip archive.
Option 3. (difficult). You need to patch the game recipes to set enabled:false. But I think you will not do this.
tehtelev You wrote in your answer: "To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough."
How can I do it? Did you mean to delete a recipe for the item from the mod's assets in the mods zip?
Why is the pulverizer thing included here? that has nothing to do with electricity.
Dantesluck
Interesting, before everything is fine work
One step closer to gregtech in VS...
Hey, i wanted to report a possible bug, when i ran an electrical stove, and plopped a crucible on it, then placed copper coil inside the crucible it said it would make 200 copper, not 10 (which would be 2 copper bits), so right now you can duplicate copper plates
Copper plate -> saw -> 16x 32v cable -> make 8x2(16) copper coils -> pop em back into the crucible -> smelt into 3200 copper -> 32 bars = 16 copper plates
Edit: Was playing on 1.0.3, i dont know if this problem exists in the 1.1 version
Given that graphite is already in game, might be a good idea to add alternate recipe for large battery or maybe something around it?
NathanGrim This might be a bug I found yesterday. We'll fix it in the next update.
@tehtelev yes i did i was using the upgraded generators and everything its just...the moment the cables go 3 blocks up or 3 blocks down away from the source of power....Nothing gets powered
NathanGrim You do understand that generators usually produce 32V, and the forge requires 128V. Have you taken this into account?
so im having a issue where i have set my power generation room Above my blacksmith forge room...everything in the power room well generates power and receives power..but my Electric forge is Not receiving power atall..i have replaced it,replaced all the cables, replaced the generators and everything but nothing seems to work...items only seem to receive power if they are on the same level as the generator/batterys and im not sure why
tehtelev - one that pops up on generator/engine page? Yes, if there are others no, missed those.
ok, yep, missed those, I dont see many in "guides section". I had to explicitly type "electricity" to have 3 show up.
Q_qTip
Have you read the in-game electrical guides? Many issues are already covered there. And we'll add the current shaft speed to the generator/motor information. Good idea.
1. How does burn out mechanic work? Over RPMIng?
2. Is there any calc to convert wind/windmill to RPMs or its eyeballing for now?
3. 32V vs 128V - does it entail fewer losses based on voltage?
heee since when is there a grinder? :o and one more machine to make in the forge XD
tehtelev Okay, here I found a solution that isn't very aesthetic, but it's better than just a cable coming out on the side x)
AcidNight
Previously this was implemented through a hack in the code. I will try to do it properly
tehtelev Hello,
But the problem is that it makes the streetlights less usable. In the old mod, for example, I had interior lighting where it was just the lamp placed on the copper block, so there was a connection to the back of the block. I found this very useful to avoid having visible cables. It was expensive, but acceptable, and I found the idea very useful for the streetlights to do the same thing to avoid having cables on the ground.
Otherwise, isn't it possible to allow placement without blocks underneath to run a cable that will make the connection?
Same thing for the charging block; it's more practical to power it from below (it's possible to do this by placing another block next to it, which is possibly an unwanted bug, but practical).
Tomcat1789 Hello, it's normal, it's placed in the inventory section where the bags are.
Tier 2 accumulators won't go into the inventory. I also tested it in Creative and it's the same. Everything else seems to works fine.
AcidNight
The metal block conducts electricity, but not quite as players would like. We had to limit its capabilities slightly so as not to overload the pathfinder. Imagine that the metal block contains wires facing in all directions on all the inner faces of this block. So once an additional wire on the outside connects the inner faces to the lamp, which is on the outside. The block works well when conducting electricity through a wall or ceiling, straight or diagonally.
tehtelev Hello, the electricity no longer passes through the copper blocks? I started playing with it on my server and I did like the old mod for lighting and nothing passes on my side, it's complicated to set up the lampposts without them :s
small addition that I just saw, when the lamppost is on the copper block it works provided there is another electrical block next to it or a cable, otherwise it does not light up and once removed it will turn off
Afroman726
There are 3 pages about the mod in the game manuals.
This mod is awesome but are there any tutorials on it?
Civus Copy error logs or write to us in Bugtracker on GitHub how you do it and what the game writes
Found out, if you try to place a wire ontop of long grass you will crash to desktop.
Granted this may be an entierly me issue since I am playing on a heavily modded server
Kriky
This mod is not compatible with electricity and electricityaddon, as it continues the development of those mods. You need to uninstall electricity and electricityaddon.
When I click the battery icon in the guide, the game crashes to Windows.
Running on 64 bit Windows 10.0.26100.0 with 64728 MB RAM
Game Version: v1.20.10 (Stable)
09.05.2025 22:35:53: Critical error occurred
Loaded Mods: ATadMoreLight@1.0.0, acorns@0.7.2, aculinaryartillery@1.2.5, advancedsmithing@1.4.0, ancientarmory@1.0.6, bettercrates@1.8.0, bettersticks@1.2.0, buzzwords@1.7.0, chickenfeed@1.1.8, chiseltools@1.14.17, claycasting@1.2.3, czechpatch@1.2.5, driedpeat@1.1.0, vichnybackpack@2.2.90, extrachests@1.9.0, fieldsandplateaus@1.0.8, firelogs@1.0.0, flourbags@1.1.1, immersivecorpsedrop@1.0.3, long-term_food@0.2.1, millwright@1.2.0, molds@0.1.7, overhaullib@0.2.8, pigfeed@1.0.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, sortablestorage@2.3.1, translocatorengineeringredux@1.5.6, game@1.20.10, vsimgui@1.1.8, zoombuttonreborn@2.0.0, alloycalculator@1.0.0, egocaribautomapmarkers@4.0.2, electricity@0.0.12, betterfirepit@1.1.5, BetterProspecting@1.7.0, betterruins@0.4.12, blacksmithenhancements@1.1.4, blocksoverlay@4.4.0, butchering@1.8.2, carryon@1.8.0-rc.4, commonlib@2.6.1, composter@1.2.1, compostgrass@1.20.10-dev.2, configlib@1.5.3, configureeverything@2.1.3, coreofarts@0.2.3, danatweaks@3.4.1, electricalprogressivecore@0.9.10, expandedfoods@1.7.4, extrainfo@1.9.9, fendragonbcs@0.1.7, foodshelves@1.6.3, fromgoldencombs@1.8.12, interestingoregen@1.2.0, joyofsailing@1.4.0, levelup@1.3.8, maltiezcrossbows@1.2.0, medievalexpansionwaterwheelstonksminuscows@1.0.1, meltcaster@1.0.2, morepiles@2.1.3, petai@3.4.3, claywheel@1.1.2, rpvoicechat@2.3.17, rustandrailroads@2.0.11, smithingplus@1.6.0-rc.2, statushudcont@3.2.6, stepupcontinued@0.0.1, stirlingmotor@1.0.1, stonebakeoven@1.1.6, th3dungeon@0.4.2, titaniumtools@1.0.8, vanillamoremolds@1.1.2, creative@1.20.10, survival@1.20.10, wildfarmingrevival@1.3.6, xlib@0.8.16, artofcooking@0.2.4, electricalprogressivebasics@0.9.10, electricityaddon@0.0.20, em@3.2.1, onestick@1.0.1, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, electricalprogressiveqol@0.9.10, xskillsnewclassesexp@0.1.0
Involved Harmony IDs: smithingplus, com.jakecool19.efrecipes.cookingoverhaul, extrainfo
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block electricity:cable-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 111
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch4(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 314
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass17_0.<addIngredientForInfo>b__5(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 727
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 233
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 525
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 689
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 562
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1936
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1906
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
fipil
Sure. We are working slowly.
To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough.
As for the problem with the chunk disappearing. It is not entirely clear why this happens, but we can definitely say that this can be affected by a weak or loaded server processor, or slow server file storage. We have a good server with Electricty and ElectricityAddon mods installed and not only, where this problem has never occurred since its launch and operation. And even the administrators who had this problem transferred the data to our server hosting, launched it and everything also worked stably.
Hi! I'm glad that someone took over the great Electricity mod as Anluin has not time to improve and fix his mod! Great work, thank you, keep it up please.
I noticed the Electricity Extensions mod, but what prevented us from using it was that we didn't want to use the all things.
I very appreciate this separating to more mods, so we can choose only some things to allow on our server.
Please would it be possible to make all items configurable? To give server admin more granularity, so he can select which blocks/items allows to use on the server?
For example: we allow to use just generators and motors and all basic stuff + heater + oven but no the electric tools (saw, chisel etc.) and no refridgerator etc?
Dividing to separated mods is great! It already allows to choose, but imho, it still needs more granularity.
And second question: we're still using the Electricity mod, but there is a bug, described here
See my comments under the issue, where I and someone else suspect the Electricity mod. We found out that the chunk hole apeears when the electricity network cross chunk column borders.
I hope that your version has not the described bug? :-)
AcidNight Using the 3 on 1 mode threatens constant rock and stone collapses if they are enabled.
tehtelev
Ha, it would be nice to be able to mass-produce the cables x) when I see the number of plates I'll have to make as a blacksmith XD
As for the electric drill, I recharged it before testing it, as I was looking for mod incompatibilities. I don't remember if I was level 1 on Xskill to see if it wasn't the same problem as with the diamond pickaxes. As for speed, I'm looking at the pickaxe, which is less expensive to make even in series. Even though the drill has a 1x3 mode, wouldn't it be more interesting to make a 3x1 mod, since the ores are more positioned in a cylinder when viewed from above, in a single line?
AcidNight
For now the wires will be like this. We need to make a device for pulling and mass production of wires.
Make sure you charge the electric drill - it works. The indicators 9 correspond to the mining speed of a table pick. Why even more speed?
tehtelev
Ha I was just wondering when I saw your last comment, but from what I tested solo I think the same as DefiledMage because when I looked there is not really a choice for voltage because almost everything is in 128V if I am not mistaken,
the lamps and street lamps for example because when I saw that the maximum intensity was 14A the big cables can only be doubled it is not much to make a sort of "power station", I was wondering if it was planned to have bigger
cables to make a distribution network or a bigger voltage just for transport and it is obligatory to go through transformers to use it, my friend thought of passing the cables under the roads and lighting the intersections but when I see the size
it is unfortunately impossible because of this limitation I think
ha I'm testing for the moment and I just saw that the drill is not working I have nothing falling and 9.9 in speed is it not low?
DefiledMage For transmission over long distances, it is recommended to increase the voltage. Also, do not forget that cables can be extended by pressing on them with the same cable, and insulated wires have 2 times less losses. I tested the operation of cables on the example of 128V copper at distances of 100-200+ blocks.
I think the cable resistance is too high. This is very limiting and forces the elements to be placed very close.
I want to use resistors to control each engine freely
FuFuFuta But why?
I think how many resistors can be added?
AcidNight
billyma6 Yes. You will need to break all the wires and devices installed on the ground and put them in inventory/chests. The safest and most reliable way will be to convert devices through the crafting grid. Because each device is also assigned its own code, its behavior, etc. If you want it, I will make the corresponding crafts for conversion.
billyma6
Hello, according to what he explained in the answer, you have to delete all the blocks because they are linked to the old mods, when asking the question I wondered if it was possible to take the IDs of the blocks but apparently not, so it's the same as when you delete a mod, you will have white blocks with question marks
tehtelev
Hello, here it was precisely to know everything for the time being, if it was me I would have installed it to test and make reports xD, here I just started to place 4 lamps and tested to show how it worked and he was already going
with the idea of making a storage building and passing the cables under the roads, but I just told him that the mod was no longer updated and that one is in preparation, so we will mainly prepare the resources (zinc/copper/iron plate),
that's why my request for the crafts and for the old blocks because I told myself that everything had to be removed and deleted before
Hi tehtelev, adding onto what AcidNight asked, so if I were to switch from the old mod to all the EP parts, would any of my items crafted during EA carry over when switching to EP? As for your point, does that mean that in order to properly make the switch, I'd have to destroy all my electrical blocks/devices beforehand to ensure the least bugs?
AcidNight Hi. The mod is not compatible with ElectricityAddon. They will not work simultaneously. We wanted to make it possible to convert devices and appliances to our mod. It turned out that there are quite a lot of changes at the code level, so in order to make a patch, players first need to break all their electrical appliances and wires. Are you sure you want to do this? In terms of functionality and crafting recipes for devices, there are no changes yet, but they will. There will also be a balance of device characteristics.
Hello, compared to the existing mod, will the crafts be the same? Will the crafts already made disappear once the mods are changed?
Shion We think we will have to make full-fledged power lines. And use cables for short distances.
Is there a future for hanging cables (from point to point) like in Vintage Engineering mod?
VaelophisNyx Insulated cables have half the loss of non-insulated ones. They will not cause damage to the player/creatures, they can be used safely in liquids and in the rain without fear of short circuits.
So what's the purpose of Insulated cables? just asthetics? Or are there plans for us to take damage if we touch an uninsulated cable with power running through it?
the transformer is uncraftable it may be me using xskills but im not sure might want to look into it i posted a picture on the github issue tracker
edit: its not xskills its the type call on the linen it needs to be called as a block not an item
LilianaXolkiyr Done
maybe a higher quality screenshot? It's pretty blurry when put to full screen. ^_^;;
AcidNight Yes. You can make a pull request with your translations for each Electrical Progressive mod.
Hello, for a French translation, can we share a GitHub with you? I'll look for long sentences here.
Thank you tehtelev
VoiCat Did as requested
This applies to all the modules, but could we get a more detailed description of what this mod add, how it works, etc? The concept is pretty cool but I'm not sure what we can actually do with this mod